Sunday, 6 March 2011

M5 Image Manipulation with Satromizer

Android Application - Satromizer
Pros: Endless manipulation allows aesthetic authorship.Levels of corruption can be controlled

Cons: Corruption style is quite prescriptive, shearing, colour shifts & lateral banding.
Application works in an portrait format. Size of inport / export images are quite small, making it unsuitable
for most professional work.

This composite image is made up of Satromised image section that have been re-assembled in Photoshop in a exercise to produce professional results with an iphone app

M1 - Optical Disc Manipulation

Marking to the data side of a CDROM
Draw 1 vertical line across disc
19 files remained intact.
6 files were corrupted – file truncated
Evidence of vertical shearing.
Total loss of data, indicative of truncated file
Error code: 36 when copying

Engenders sensations of interruption & loss.
Orgiinal image is still recogniseable

Experiments in Data Corruption

Glitch Art involves the use of accidental data corruption (pure glitch), as well as the simulation of pure glitches by creating scenarios where glitches can occur. This can involve the use of redundant or faulty technologies to create new data or disrupt the output of existing information. The other route is to hack into the raw data code of digital image files and apply treatments that will result in the random corruption of the viewable image.
Data corruption, or Databending is an interesting and relevant area of investigation.

Databending involves the misuse of digital information. The most common types of databending are:
• Reinterpretation: converting a file from one medium to another or from one file format to a dissimilar format.
• Sonification: the reinterpretation of non-audio data into audio data
• Forced error: forcing an application or piece of hardware to fail in the hopes that it will behave unexpectedly or the data will corrupt
• Incorrect editing: editing a file using software/hardware intended for a different form of data; say, editing non-text files in a text editor [1]

I have therefore undertaken a number of experiments to investigate whether I can generate corrupted image files through manual intervention or source code manipulation. This logbook is a record of these investigations, complete with reflections on the resulting outcomes.

Application Creation
Through a series of contacts in the data programming industry, I have enlisted help to investigate the practicalities of creating an application which can automate a process in which the JPEG code is randomly adjusted to produce corrupted, viewable image files.

Because of the way JPEG compression is designed, images are stored in tightly-packed streams of binary bits (not bytes). Each pixel can be represented by as few as 2 bits to as many as 26 bits (dictated by the variable-length Huffman Coding scheme). To make matters worse, in an effort to keep the compression as efficient as possible, there is virtually nothing to indicate where you are in the stream of bits (unless Restart Markers are used). Therefore, as soon as a single bit is encountered wrong, the millions of bits that follow will be decoded incorrectly as well. The manner in which DC and AC coefficients are arranged in MCUs means that this corruption often shows up in shearing, wild color shifts and many other visual phenomena. [2]

This work is ongoing

The remainder of this log records my attempts to achieve corruption by a variety of methods.


Genius Borrows...


The above example of work produced by the Designers Republic (tDR) appeared in Creator Magazine (UK) in 1996. It is entitled ‘Designers Republic versus Norway - Talent Borrows, Genius Steals, Shit Copies’.

tDR formulated a highly complex graphic style. This ‘digital baroque’ is a compendium of damaged graphic mannerisms, a frantic and labyrinthine system of repeated symbols and cryptic slogans detailed to the point of abstraction. [1] Horizontal bands of rules, cluster together and fire apart in a blizzard of graphic noise. Fragmented type and technical data are crushed down to form a dense typographic strata. [2]

The ubiquitous presence of the barcode in the top corner, appears to inform the graphic language of this piece. The myriad of shooting lines and vividly coloured grid sections, move across the page at an exhilerating pace and explode in a plume of graphic excess. This sybolism of a market driven environment offers a subjective documentary on the consumer society. The duality and ambivalence of the consumer / corporation relationship is a re-occurring theme for tDR.

Hugely influential throughout the 1990’s, tDR’s unique, post-modernist treatment of contemporary media culture as a trash aesthetic was delivered with intoxicating intensity. The trademark elements in tDR work and the focus of this investigation, was the deconstructed maelstrom of computer-generated interference. Row upon row of horizontal lines, fractured typography and random snatches of information bombard the senses. This seemingly chaotic fragmentation and hyper-detail is in fact painstakingly arranged to approximate the energising thrill of full sensory immersion in contemporary media culture. The elaborate layout of this graphic overload ensures that there is no single focal point. The viewer is presented with a precise assemblage of disparate elements to be individually deciphered. It is the responsibility of the viewer to rationalise these ingredients and draw their own conclusions about the resultant message.

The multi layered design aesthetic was an epithet for the post-modern cyber world where the keyboard operator could endlessly manipulate the dissolving streams of digital data. This digital stream of human consciousness is difficult to harness. The temptation to tinker is inherently difficult to resist. Before long the process rather than the message become the driving force, this can be exhausting in terms of man-hours.

“ The devil is in the detail, and more is definitely more, but sometimes less is better. The detail has become less an output than part of a thinking process. It depends at which point your thinking engages with the tools and the means of expression and production.” - Ian Anderson [3]

Critics of this methodology find it difficult to resolve the unfocussed and indulgent nature of this work. [4]Purists contend that the task of design is to remove ambiguity and present an uncluttered and simplified solution. What is clearly communicated in this example of tDR work is an exuberance, dynamism and a blast of raw energy. The meticulous attention to detail in the levels of layered deconstruction, reveals a slavish adherence to design principals which were at odds to the majority of their contemporaries. Designers Republic had the courage of their design convictions - to destroy in order to create.

References:
[1] Davies, J (Spring 1995) Go-faster graphics. Eye 16. VOL 4. pp44
[2] [4] Poynor, R (2009) Crit: They sell! We buy! CreativeRreview [online] Available at: http://www.creativereview.co.uk/back-issues/creative-review/2009/april-2009/they-sell-we-buy (accessed 10th January 2011)
[3] Farrelly, L (Spring 2009) Interview with Ian Anderson. Eye 71. VOL18. pp10
Burgoyne, P (2009) The Designers Republic Is Dead; Long Live The Designers Republic. Creative Review Blog [online] Available at: http://www.creativereview.co.uk/cr-blog/2009/january/the-designers-republic-is-dead-long-live-the-designers-republic. (accessed 10th January 2011)
Burgoyne, P (2009) The Designers Republic Remembered Creative Review Blog [online] Available at: http://www.creativereview.co.uk/cr-blog/2009/january/the-designers-republic-remembered (accessed 10th January 2011)

What is Anti Design?

Johnathan Barnbrook produced a short animation entitled ‘What is Anti Design?’ for the inaugural Anti Design Festival - held in Shoreditch, London during September 2010. The animation was accompanied by a series of three, A0 posters. These are entitled: What is Anti Design? - Structure, Order & Chaos. (the ‘Structure’ version is featured above). As the titles suggest, the appearance of the posters becomes progressively corrupted throughout the series.

This unconventional and stripped-down work is in stark contrast to the highly stylized typographic work normally associated with Barnbrook. This material was the stand out pieces in the festival gallery. The typeface and use of glyphs appears to mimic the appearance of some sort of digital source code.

The decision to forgo his trademark use of progressive and carefully considered typography and Post Moderrnist structure, instead opting for something which appears to be auto generated by some mindless data console is inspired. To disregard the popular conceptions of ‘good design’ and step forward into a year zero where data appears to self-generate and ‘run free’ is surely at the core of the Anti Design ethos. As the digital codex breaks down and disintegrates, so a new aesthetic is revealed. This glitch and error strewn matrix of glyphs and random codes, hums and clicks, signals the breakdown of outmoded vehicles of communication.

The Anti Design Festival – note the judicious use of the noun ‘anti’, not the adjective – was the brainchild of Neville Brody — the typographer, graphic designer and wannabe enfant terrible of the British design establishment. [1]

The intention was to embrace failure, mismanage expectations, be imprecise, unpolished and raise questions rather than deliver solutions. Big hitters from the radical fringes of communication arts were enlisted. This eight-day chaotic extravaganza of installations, workshops, exhibitions, performances and lectures, ran alongside the established and more mainstream London Design Festival. [2]

Certainly, the concept of ‘anti-design’, ruffled feathers and some interesting points were raised in the commentary that preceded the event. Brody insists that the design has become too comfortable with commerce, and that money has replaced creativity and inspiration. He further asserts that, design has endured a 25 year ‘cultural deep-freeze’. 25 years ago Britain was enduring Thatcherism at it’s union-bashing, yuppie-loving ‘lodsamoney’ zenith. Brody himself was the young designer breaking all the rules with his groundbreaking work for The Face magazines. You sense that Brody, who would have been 19 in 1976, longs for a cultural explosion on a par with punk. [3]

The work exhibited in the Londonewcastle space in Redchurch Street was certainly ‘low-fi’ and markedly un-commercial. Ranging from the insightful Barbrook pieces to the bewildering banal. Some contributors had surely missed the point – Anti Design to them seems to have assumed some sort of confrontational, protest anything, rallying call.

Like many of his contemporaries, Brody has succeeded in constantly re-inventing himself to ensure his work remains relevant fresh & spiky. In fact, one could easily come to the conclusion that the whole ADF exercise is one of pure self-aggrandisement. Certainly the on air bickering of Neville Brody and his contemporary Ben Evans at the London Design Festival, had all the ‘good cop’, ‘bad cop’ sincerity of Simon Cowel & Louis Walsh bad mouthing each other over the latest no-mark loser on any given episode of their tedious talent vacuum TV soap opera.

The fact that such a large scale, non-profit event received the funding in the first place means that you have to speculate about the commercialisation of an event seemingly determined to eschew any notion of corporate accountability.

References:
[1] Davies, J (2010) Profile: Neville Brody Design Week 09/09/10 pp13
[2] Relph-Knight, L (2010) Guide to the Anti Design Festival Design Week. 14/09/10 pp15
[3] Sharratt, C (2010) An Anti-Design for Life [online] Available at: http://www.creativetimes.co.uk/articles/an-anti-design-for-life (accessed 26th September 2010)
http://www.barnbrook.net
Anti Design Manifesto (online) Available at http://antidesignfestival.wordpress.com (accessed 26th September 2010)




The Godfather of Grunge


Many commentators contend that you can trace the advent of a deconstructive style of typography back to David Carson. The innovative and blisteringly of-the-moment, distressed graphics he produced, has earned him the dubious epithet: ‘godfather of grunge’.
The example chosen here not a typical of the work he is best known for. The stark monochrome is a departure from his usual / unusual use of photography. Even the apparently random letter spacing is positively staid when compared with most of his signature-pieces. In this instance the message is the primary focus.

‘Don’t mistake legibility for communication’ has almost become Carson’s catchphrase. The message that he is always eager to reiterate is that the emotion that good communication design imparts is decisive in the assimilation of the message.
Carson often shows two contrasting images to illustrate this point. These images feature two identically painted, garage doors. The doors are situated adjacent to one another. On the first door, the owner has affixed a series uniform letterforms which read N O (P) A R K I N G. On the second door the exasperated owner has daubed an identical message in the kind of angry brush strokes normally associated with the lexicon of dangerous lunatics. The audience is then invited to choose the garage door they would choose to park in front of.

In commercial design, communication is synonymous with a sterile language based on extensive audience research often catering for the lowest common denominator. However, a message delivered in an orthodox (or boring) way, will often have less impact than a similar message delivered in an unconventional format. The unexpected nature of the design and time spent deciphering the layout, has a more lasting impact.

Carson used imperfect technologies such as fax machines and photocopiers to degrade images and text. This low-fi aesthetic and inclusion of elements that hint at error and discord, is intended to distance the design from anything that may have been too carefully considered. No committee has been responsible for signing this off. The design has an immediacy and honesty that shrugs off any suggestion of being ‘designed’ at all.

It’s not about knowing all the gimmicks and photo tricks. If you haven’t got the eye, no program will give it to you. - David Carson [1]

In early examples of Carson’s work on Ray Gun magazine, it was often difficult to tell the difference between planned design elements and random production mistakes. Photographs were cropped incorrectly obscuring large blocks of text. Typos commonplace. Titles, headings and pull-quotes are occasionally omitted, often rendering the article virtually unreadable. [2] Carson later claimed that these were genuine mistakes. However, by then the monster had been born and a chaotic non-house style established. In one example, an interview with Bryan Ferry Carson deemed so dull that he ran the entire text in Zapf Dingbat glyphs.

Ray Gun was far from being an isolated phenomenon. Neville Brody’s deconstructive style at The Face magazine had been established since the eighties. MTV was at its zenith. Ray Gun dramatised the relationship between print and this burgeoning video portal, transposing the vibrant analogue aesthetic to the static medium of print. The result was a chaotic, abstract style, not always readable, but distinctive in appearance. Carson’s work, and ‘deconstructive’ graphics in general, are trading on the multi-channel, high-bandwidth, mass-media spectacle of print’s endangered status. Refashioning information as an aesthetic event. [3]

References:
[1] Computerarts. Interview with David Carson Available at: www.computerarts.co.uk/in_depth/interviews/david_carson (accessed 12th February 2011) - no dates or author information available
[2] [3] Kirschenbaum. M (1999) The Other End of Print: David Carson, Graphic Design, and the Aesthetics of Media [online]Available at: http://web.mit.edu/comm-forum/papers/kirsch.html (accessed 16th November 2010)
http://www.davidcarsondesign.com/

Introduction

Failure is a natural and necessary by-product of creativity. Classical design principals (adherence to the golden mean and the desire for balance and harmony) dictate that we are conditioned to reject failure, strive to eradicate it from all creative output. The accuracy and clarity of the imparted information is often the sole criteria under which the success or failure of any graphic design solution is judged. However, failures are often the stepping-stones towards enlightenment.

Philosopher of Science Paul Feyerabend states: “The only principal that does not inhibit progress is: anything goes, Deviations and errors are essential preconditions of progress; from sloppiness and chaos arise the theories on which the growth of knowledge and scientific advancement depend”. [1]

Design that embraces failure by seeking to include faults and anomalies is the subject of this investigation. Such ‘faults’ include; corruption, fragmentation, distortion and assorted graphic minutiae, purposefully inserted in order to challenge prevailing aesthetic protocols. What are the motivations, both aesthetic and psychological that inform an imperfect design rationale? Modern design tools provide the designer with a sterile environment, accurate to 0.000mm. The desire to undermine this state-of-the-art conformity by deliberately including elements that hint at hand-made assembly is a fascinating dichotomy.

Desktop publishing technologies have revolutionised the working practices of graphic designers. The digital age has freed designers from many of the drudgeries of production. Modern rendering techniques such as multi-layering, blurring and distortion have been assimilated into the visual language of popular culture. Aesthetics however, have tended to lag behind these advancements in technological sophistication. Established tastes in design tend to adhere to Modernist sensibilities. This clinical, hyper-reality is referred to as ‘slick graphics’.

John Maeda, designer, authour and computer scientist states: “Macintosh-fuelled design tools are explicitly programmed to express a finite set of visual expressive styles, hence implicitly guiding design work performed with these tools along precisely defined stylistic axes” in other words, everything looks the same in digital design [2]

Design that deviates form pre described conventionally tends to be marginalised, existing at the periphery of popular culture. Creative work that features these so called ‘imperfections’ exists chiefly when designer becomes author, beyond the critical glare of mass-market consumerism.
Edward Fella uses imperfect typography, exploring the beauty of irregular spacing, referring to it as ‘anti-mastery’ that challenges the criteria used to judge ‘slick’ design. “ Especially in graphic design, we’re surrounded by really slick design. In order to break out of that, you either have to become the most facile professional of them all or chip away at it somehow” [3]

The commercial graphic design landscape is dominated by the power of ‘the brand’.
Brand image, is a symbolic construct consisting of such abstract notions as thoughts, feelings, perceptions, images, experiences, beliefs, attitudes and any other qualities or characteristics that make the product or service special or unique. The designer is expected to articulate these brand values coherently. The resultant proposals are often subject to extensive market research, this inevitably results in conservative outcomes.

This paradox between creative expression and commercial responsibility forms the premise of this question:
Is this ‘deliberately damaged’ design aesthetic, an interesting and relevant response to ‘slick graphics’ & the slow strangulation of design by ‘branding’?
Or is it simply the graphic design equivalent of manufacturing distressed jeans?

The analogy of the distressed jeans is appropriate for the following reason:
The manufacturer of the jeans has used technologies that apply the distressed effect to the otherwise standard article, in effect damaging the clothing. The jeans are then marketed and sold at the premium price point regardless of these self-inflicted imperfections. The manufacturer and customer are both compliant in this mutually acceptable fraud.

In the Post-modern climate, existing systems are subject to rigorous re-evaluation. The concept of ‘Deconstructionism’ (or Post-structurism), has emerged as an alternative thread running parallel to the central theme of error. This oblique linguistic philosophy appears to give credence to many of the suggestions this investigation has proposed.

“Deconstruction involves the breaking down of an idea, percept, word or value in order to decode its parts in such a way that these act as informers on the thing or on any assumptions or convictions we have regarding it. “ – Chuck Byrne and Matha Witte [4]

When applied to graphic design, Deconstructionism ignores accepted tenets of communication. By accentuating the reorganization of the usual mechanics of representation, a seemingly illogical or disordered process allows new patterns to emerge.

Deconstructionist attitudes lift the veil on digital functionality. The bitmapped landscape is exposed, the internal coding revealed – the function inhabits the form. In the same way it can be argued that the wear patterns prevalent in a pair of distressed jeans betray the garments internal structure.

When researching designers or design movements that employ a subverted or imperfect aesthetic, it has been possible to devise three distinct divisions. These categories serve as fluid signifiers rather than definitive genres:

GRUNGE
This loose grouping of styles have become commonplace in popular culture. The intention is often to approximate a vintage or urban aesthetic. ‘Grunge’ typically uses a blend of vernacular hybrids, low-resolution reproductions and under-inked letterpress fonts.
This ‘grunge’ aesthetic has become highly prescriptive. The inclusion of imperfections is largely derivative. Modern interpretations are a pastiche of concepts devised in the 1980’s. Devoid of aesthetic or conceptual forethought this plagiarised vernacular has become a stylish conceit warranting limited critical analysis.

DECONSTRUCTION
In the mid 1980’s design journalists started referencing ‘Deconstructionism’ as way of categorising graphic design practices that used chopped-up, layered and fragmented forms. By the 1990’s ‘Desconstructionism’ had become a way of describing work that favours complexity over simplicity, often celebrating the excesses of digital production. [5]

The visual language of Deconstructionism typically includes these visual metaphors:
Decomposition: Automated, repetitive transformations resulting in a decayed aesthetic
De-centering: Inclined planes and angles disrupt the concept of vertical and horizontal.
Discontinuity: Destruction of continuity by accident, distortion or multi-layering.
Disjunction: A state of separation and fission caused by limitation or interruption. [6]

Deconstructivism was never a full-blown movement or a coherent, clearly defined ‘ism’, having none of the adherents who described themselves as Deconstructionists. Few of the designers who worked in a ‘deconstructionist’ way made any direct reference to its theoretical sense [7]

This brand of graphic discordance exists at the extremities of design practice. Much of this ground breaking work is at odds with accepted principals that govern the science of communication. These works deconstruct, separate or reveal multi-layered meanings incorporated into their designs. The reconfigured graphic language often prescribes new notions of legibility. As with most experimental art forms the downside of this process can produce results that are merely self-indulgent examples of graphic debauchery.

GLITCH ART
Glitch Art uses accidental digital outcomes to formulate chaotic but beautiful images. ‘Databending’ involves the engineering of scenarios under which these digital ‘errors’ can be generated. There are no accepted criteria upon which to gauge the success or failure of resultant corruption beyond the aesthetic sensibilities of the corruptor. There is no perfection. This ‘imperfect’ reinterpretation of accepted digital protocols bears many of the hallmarks of Deconstructionism. [8]

In digital culture, nothing is ever perfect or finished. Glitch art and design celebrates the imperfections that are an inevitable by-product of our reliance upon computers – the work speaks to an audience that is intimately familiar with malfunctioning Apples and Microsoft error messages. But the glitches of computer error (or misuse) have acquired an aesthetic all their own [9]

This research model has identified 3 significant examples of work produced by practitioners that have been identified as influences in the field of ‘flawed’ design. By critically analysing this work it is possible to examine techniques, reasoning and context. The objective is to make informed judgements on the methodology of deliberate ‘flaws’ in design.

The creative aspect of this journal will be spent experimenting with methods of data corruption using a range of manual intervention or databending techniques. The resulting creative work will hopefully justify this investigation and promote
future exploration.

References:
[1] [4] [7] Poynor, R (2003) No More Rules: Graphic Design & Postmodernism. London. Laurence King Publishing
[2] Shaughnessy, A (Autumn 2003) ‘Laptop Aesthetics’. Eye 49. Vol 13. pp18
[3] [8] Gerber A. (2004) All Messed Up, London, Laurence King Publishing
[5] Lupton , E (1999) ‘Deconstruction and Graphic Design’ in Lupton, E and Miller, A Writing on Graphic Design. New York. Phaidon Press
[6] Dong-Sik Hong (2003) A Study on the Deconstructionist Representation in Graphic Design. Tongmyong University of Information Technology[online]Available at: www.idemployee.id.tue.nl/g.w.m.rauterberg/conferences/CD_doNotOpen/ADC/final_paper/551.pdf (accessed 12th February 2011)
[9] Robertson, A (Spring 2010) ‘Famous for Fifteen Megabytes’. Eye 75. VOL 19. pp90